Earthquake
(Alteration)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Area: The AREA of effect of the earthquake spell is circular, the diameter being 1/2” for every level of experience of the cleric casting it, ie. a 20th level cleric casts on earthquake spell with a 10” diameter AREA of effect:
Effect: When this
spell is cast by a cleric, a local tremor of fairly high strength rips
the ground.
The shock is over in one
melee round.
The earthquake affects all
terrain, vegetation, structures, and creatures in its locale.
Effects are as follows:
TERRAIN
Cave or cavern | -- Collapses roof |
Cliffs | -- Crumble causing landslide |
Ground | -- Cracks open, causing creatures to fall in and be killed
as follows:
-- Size S -- 1 in 4 (d4) -- Size M -- 1 in 6 (d6) -- Size L -- 1 in 8 (d8) |
Marsh | -- Drains water off to form muddy, rough ground |
Tunnel | -- Caves in |
Underwater | -- causes shock waves stunning all within range who fail to save vs. death magic for 5-20 rounds. |
VEGETATION
Small growth | -- No effect |
Trees | -- 1 in 3 uprooted and fall |
STRUCTURES
All structures | -- Sustain from 5 to 60 (5d12) points of structural damage; those taking full damage are thrown down in rubble. |
CREATURES
See Above |
DMG: Structures very
solidly built, with foundations reaching to bedrock, will sustain half
damage.
Castles so built will take
only one-quarter damage if they score above 50% on a saving throw roll.
An earth
elemental in the spell area has the effect of negating 10% to 100%
of the spell effects (d10,0 = 100%) if the elemental is of forces opposed
to the cleric casting the earthquake spell.
Earthquake: Although
the PH states that
there is no ST, sturdy buildings
may in fact take notably
less structural
damage than one might expect.
Again,
details are not given here
since the PCs
should NOT know exact percentages
involved.
Also, if an earth
elemental which
is 'of forces opposed to
the <priest> casting
the earthquake spell' is
within the area of
effect of the spell, the
spell may have
reduced efficiency or even
fail totally.
(Imagine #30)
MC: A pinch of dirt,
a piece of rock, and a lump of clay.
WSG: The effect brought
about by this spell is magical,
not natural, and thus does
not cause the same results as a natural
earthquake.
If it is cast within one mile of a natural fault line,
there is a 50% chance that
a natural earthquake will occur at that
location within ld6 turns
after the magical earthquake has subsided.